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I enjoyed this one so so so so much. It has such a unique aesthetic. It's the only game I've played so far that went for a deep sea void, but it works so well to capture the theme. I really felt alone in an endless empty space.

There isn't much I would change about this game. Very subjective, but I think maybe that increasing oxygen reserves a bit and compensating by making the hull weaker could make the game feel higher stakes. After my first attempt when I ran out of oxygen, it felt like it was better to just try and speed through the game spamming the sonar than to be more slow and methodical (and going slow increases tension a bit, I think). ALSO: Would be nice to see how far I got on the loss screen.

The HUD was really cool and reminded me of classic late 90s games. The art style really fit the game. The sound was really terrifying. And you integrated the "void" theme into the game mechanics in a way that I really wish I had done.

Thank you so so so so much for your kind feedback.

The overall depth of the map is 418 metres. In a way it would make sense to display it, but at the same time it would maybe take away from the experience, I don't know. It is something to consider for sure.

The O2... don't even get me started. :D it was a balancing act to figure out what amount is enough but not too much. Because we really wanted the player to feel what you felt. "being alone in an endless empty space". Putting too many powerups would trivialize danger. BUT if we don't put more, the tradeoff is that people get drustrated with the game and might never finish it. So again, your feedback is something to consider.

We plan to build this game further because we really enjoy it. So a lot of things might change in the future.

For now, I will tell you what I tell others as well. if you want to see the ending of the game, you can try turning the brigthness higher in the desktop version's pause menu. It helps with visibility.

I guess this is a lesson to learn. We never joined a jam before. making the game a bit more difficult by choice for sure, but it might be something to balance further.

Thanks again, we really appreciate it.

I think I miscommunicated a little--I really like the difficulty level actually! Beating it the first try would be boring. I was just saying:
1. I wish there was a way to see how far I got after I lose (I wasn't paying attention during gameplay).
2. It would be interesting to see how the game felt with more oxygen, but with a more fragile hull. I would expect it to make the pace slower but with a similar difficulty level, which might make tension higher (but I don't know that for sure, it might be less fun). Moving slower could also force you to ration your sonar more.

Thanks for listening and thanks for making a super cool game!

Same thoughts here, I wasn't looking at the depth gauge when I died each time and then it's hidden from you